/** * Low-level API that provides set of utility methods for working with * `GameRule`s. * Copyright 2021-2022 Anton Tarasenko *------------------------------------------------------------------------------ * This file is part of Acedia. * * Acedia is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License, or * (at your option) any later version. * * Acedia is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Acedia. If not, see . */ class GameRulesAPI extends AcediaObject; /** * Called when game decides on a player's spawn point. If a `NavigationPoint` * is returned, signal propagation will be interrupted and returned value will * be used as the player start. * * [Signature] * NavigationPoint ( * Controller player, * optional byte inTeam, * optional string incomingName) * * @param player Player for whom we are picking a spawn point. * @param inTeam Player's team number. * @param incomingName `Portal` parameter from `GameInfo.Login()` event. * @return `NavigationPoint` that will player must be spawned at. * `none` means that slot does not want to modify it. */ /* SIGNAL */ public final function GameRules_OnFindPlayerStart_Slot OnFindPlayerStart( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnFindPlayerStart_Signal'); return GameRules_OnFindPlayerStart_Slot(signal.NewSlot(receiver)); } /** * Called in `GameInfo`'s `RestartGame()` method and allows to prevent * game's restart. * * This signal will always be propagated to all registered slots. * * [Signature] * bool () * * @return `true` if you want to prevent game restart and `false` otherwise. * `true` returned by one of the handlers overrides `false` values returned * by others. */ /* SIGNAL */ public final function GameRules_OnHandleRestartGame_Slot OnHandleRestartGame( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnHandleRestartGame_Signal'); return GameRules_OnHandleRestartGame_Slot(signal.NewSlot(receiver)); } /** * Allows modification of game ending conditions. * Return `false` to prevent game from ending. * * This signal will always be propagated to all registered slots. * * [Signature] * bool (PlayerReplicationInfo winner, string reason) * * @param winner Replication info of the supposed winner of the game. * @param reason String with a description about how/why `winner` has won. * @return `false` if you want to prevent game from ending * and `true` otherwise. `false` returned by one of the handlers overrides * `true` values returned by others. */ /* SIGNAL */ public final function GameRules_OnCheckEndGame_Slot OnCheckEndGame( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnCheckEndGame_Signal'); return GameRules_OnCheckEndGame_Slot(signal.NewSlot(receiver)); } /** * Check if this score means the game ends. * * Return `true` to override `GameInfo`'s `CheckScore()`, or if game was ended * (with a call to `Level.Game.EndGame()`). * * This signal will always be propagated to all registered slots. * * [Signature] * bool (PlayerReplicationInfo scorer) * * @param scorer For whom to do a score check. * @return `true` to override `GameInfo`'s `CheckScore()`, or if game was ended * and `false` otherwise. `true` returned by one of the handlers overrides * `false` values returned by others. */ /* SIGNAL */ public final function GameRules_OnCheckScore_Slot OnCheckScore( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnCheckScore_Signal'); return GameRules_OnCheckScore_Slot(signal.NewSlot(receiver)); } /** * When pawn wants to pick something up, `GameRule`s are given a chance to * modify it. If one of the `Slot`s returns `true`, `allowPickup` will * determine if the object can be picked up. * Overriding via this method allows to completely bypass check against * `Pawn`'s inventory's `HandlePickupQuery()` method. * * [Signature] * bool (Pawn other, Pickup item, out byte allowPickup) * * @param other Pawn which will potentially pickup `item`. * @param item Pickup which `other` might potentially pickup. * @param allowPickup `true` if you want to force `other` to pickup an item * and `false` otherwise. This parameter is ignored if returned value of * your slot call is `false`. * @return `true` if you wish to override decision about pickup with * `allowPickup` and `false` if you do not want to make that decision. * If you do decide to override decision by returning `true` - this signal * will not be propagated to the rest of the slots. */ /* SIGNAL */ public final function GameRules_OnOverridePickupQuery_Slot OnOverridePickupQuery(AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnOverridePickupQuery_Signal'); return GameRules_OnOverridePickupQuery_Slot(signal.NewSlot(receiver)); } /** * When pawn gets damaged, `GameRule`s are given a chance to modify that * damage. * * [Signature] * int ( * int originalDamage, * int damage, * Pawn injured, * Pawn instigatedBy, * Vector hitLocation, * out Vector momentum, * class damageType) * * @param originalDamage Damage that was originally meant to be dealt to * the `Pawn`, before any of th `GameRules`' modifications. * @param damage Damage value to be dealt to the `Pawn` as it was * modified so fat by other `GameRules` and `OnNetDamage()`'s handlers. * @param injured `Pawn` that will be dealt damage in question. * @param instigatedBy `Pawn` that deals this damage. * @param hitLocation "Location of the damage", e.g. place where `injured` * was hit by a bullet. * @param momentum Momentum that this damage source should inflict on * the `injured`. Can also be modified. * @param damageType Type of the damage that will be dealt to * the `injured`. * @return Damage value you want to be dealt to the `injured` instead of * `damage`, given all of he above parameters. Note that it can be further * modified by other handlers or `GameRules`. */ /* SIGNAL */ public final function GameRules_OnNetDamage_Slot OnNetDamage( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnNetDamage_Signal'); return GameRules_OnNetDamage_Slot(signal.NewSlot(receiver)); } /** * When pawn is about to die, `GameRule`s are given a chance to * prevent that. * * [Signature] * bool ( * Pawn killed, * Controller killer, * class damageType, * Vector hitLocation) * * @param killed `Pawn` that is about to be killed. * @param killer `Pawn` that dealt the blow that has caused death. * @param damageType `DamageType` with which finishing blow was dealt. * @param hitLocation "Location of the damage", e.g. place where `injured` * was hit by a bullet that caused death. * @return Return `true` if you want to prevent death of the `killed` and * `false` otherwise. * If you do decide to prevent death by returning `true` - this signal * will not be propagated to the rest of the slots. */ /* SIGNAL */ public final function GameRules_OnPreventDeath_Slot OnPreventDeath( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnPreventDeath_Signal'); return GameRules_OnPreventDeath_Slot(signal.NewSlot(receiver)); } /** * Called when one `Pawn` kills another. * * [Signature] * void (Controller killer, Controller killed) * * @param killer `Pawn` that caused death. * @param killed Killed `Pawn`. */ /* SIGNAL */ public final function GameRules_OnScoreKill_Slot OnScoreKill( AcediaObject receiver) { local Signal signal; local UnrealService service; service = UnrealService(class'UnrealService'.static.Require()); signal = service.GetSignal(class'GameRules_OnScoreKill_Signal'); return GameRules_OnScoreKill_Slot(signal.NewSlot(receiver)); } /** * Adds new `GameRules` class to the current `GameInfo`. * Does nothing if given `GameRules` class was already added before. * * @param newRulesClass Class of rules to add. * @return `GameRules` instance if it was added and `none` otherwise * (can happen if rules of this class were already added). */ public final function GameRules Add(class newRulesClass) { local GameRules newGameRules; if (AreAdded(newRulesClass)) { return none; } newGameRules = GameRules(_.memory.Allocate(newRulesClass)); _.unreal.GetGameType().AddGameModifier(newGameRules); return newGameRules; } /** * Removes given `GameRules` class from the current `GameInfo`, * if they are active. Does nothing otherwise. * * @param rulesClassToRemove Class of rules to try and remove. * @return `true` if `GameRules` were removed and `false` otherwise * (if they were not active in the first place). */ public final function bool Remove(class rulesClassToRemove) { local GameInfo game; local GameRules rulesIter; local GameRules rulesToDestroy; if (rulesClassToRemove == none) return false; game = _.unreal.GetGameType(); if (game.gameRulesModifiers == none) return false; // Check root rules rulesToDestroy = game.gameRulesModifiers; if (rulesToDestroy.class == rulesClassToRemove) { game.gameRulesModifiers = rulesToDestroy.nextGameRules; rulesToDestroy.Destroy(); return true; } // Check rest of the rules rulesIter = game.gameRulesModifiers; while (rulesIter != none) { rulesToDestroy = rulesIter.nextGameRules; if ( rulesToDestroy != none && rulesToDestroy.class == rulesClassToRemove) { rulesIter.nextGameRules = rulesToDestroy.nextGameRules; rulesToDestroy.Destroy(); return true; } rulesIter = rulesIter.nextGameRules; } return false; } /** * Finds given class of `GameRules` if it's currently active in `GameInfo`. * Returns `none` otherwise. * * @param rulesClassToFind Class of rules to find. * @return `GameRules` instance of given class `rulesClassToFind`, that is * added to `GameInfo`'s records and `none` if no such rules are * currently added. */ public final function GameRules FindInstance( class rulesClassToFind) { local GameRules rulesIter; if (rulesClassToFind == none) { return none; } rulesIter = _.unreal.GetGameType().gameRulesModifiers; while (rulesIter != none) { if (rulesIter.class == rulesClassToFind) { return rulesIter; } rulesIter = rulesIter.nextGameRules; } return none; } /** * Checks if given class of `GameRules` is currently active in `GameInfo`. * * @param rulesClassToCheck Class of rules to check for. * @return `true` if `GameRules` are active and `false` otherwise. */ public final function bool AreAdded( class rulesClassToCheck) { return (FindInstance(rulesClassToCheck) != none); } defaultproperties { }